//////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2008-2010, Shane J. M. Liesegang
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without 
// modification, are permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright 
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright 
//       notice, this list of conditions and the following disclaimer in the 
//       documentation and/or other materials provided with the distribution.
//     * Neither the name of the copyright holder nor the names of any 
//       contributors may be used to endorse or promote products derived from 
//       this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
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//////////////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "DemoScreenRenderLayers.h"


DemoScreenRenderLayers::DemoScreenRenderLayers()
{
}
float width = 3.0f;

void DemoScreenRenderLayers::Start()
{
	grid = new Actor**[6];
	for( int x = 0; x < 6; x++ )
	{
		grid[x] = new Actor*[6];
		for( int y = 0; y < 6; y++ )
		{
			grid[x][y] = new Actor();
			grid[x][y]->SetSize( width, width );
			grid[x][y]->SetColor( x/6.0f, y/6.0f, 0.8f, 0.9f );
			grid[x][y]->SetPosition( -7.0f + width*x, 7.0f - width*y );
			//Vector2 ll = grid[x][y]->GetPosition();
			//ll.X += width/2;
			//ll.Y -= width/2;
			//Vector2 tr;
			//tr.X = ll.X + width;
			//tr.Y = ll.Y + width;
			//grid[x][y]->SetUVs( ll, tr );
			theWorld.Add( grid[x][y], 0 );
		} // next y
	} // next x

	//create character actor
	chameleon = new Actor();
	chameleon->SetSize( width/2, width/2 );
	chameleon->SetColor(0.0f, 1.0f, 0.0f, 1.0f );
	chameleon->SetPosition( -7.0f + width*3, 7.0f - width*5);

	theWorld.Add( chameleon, 1 );

	//Create overlapping actors
	/*a1 = new Actor();
	a1->SetSize(5.0f);
	a1->SetColor(0,0,1,0.0f);
	a1->SetPosition(-1, -1);
	a2 = new Actor();
	a2->SetSize(5.0f);
	a2->SetColor(1,0,0,0.0f);
	a2->SetPosition(1, 1);


	theWorld.Add(a1, 0); //Adding this actor to layer 0
	theWorld.Add(a2, 1);*/ //Adding this actor to layer 1

	//For your game, you may want to use an enum
	//  for these values so you don't have to keep
	//  the integers straight. 





	//Demo housekeeping below this point. 
	#pragma region Demo Housekeeping
	t1 = new TextActor("Console", "These Actors overlap.");
	t1->SetPosition(0, 5.5);
	t1->SetAlignment(TXT_Center);
	theWorld.Add(t1);
	t2 = new TextActor("Console", "Use the controller's bumper buttons or \nthe right and left arrow keys to change their layer ordering.");
	t2->SetPosition(0, 4.5);
	t2->SetAlignment(TXT_Center);
	theWorld.Add(t2);
	TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenRenderLayers.cpp");
	fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763));
	fileLoc->SetColor(.3f, .3f, .3f);
	theWorld.Add(fileLoc);
	_objects.push_back(fileLoc);
	_objects.push_back(t1);
	_objects.push_back(t2);
	//_objects.push_back(a1);
//	_objects.push_back(a2);
	#pragma endregion
}

void DemoScreenRenderLayers::Update(float dt)
{
	float speed = 0.7f;

	//NOTE: a2 has been added to layer one, so this function moves a1 around it.
	if ((theController.IsConnected() && theController.IsLeftBumperDown()) || theInput.IsKeyDown(GLFW_KEY_LEFT))
	{
		Vector2 pos = chameleon->GetPosition();
		pos.X -= speed;
		chameleon->MoveTo( pos, 0.1f, false, "MoveComplete" );
		//theWorld.UpdateLayer(a1, 0); //moves the actor to the requested layer
	}
	if ((theController.IsConnected() && theController.IsRightBumperDown()) || theInput.IsKeyDown(GLFW_KEY_RIGHT))
	{
		Vector2 pos = chameleon->GetPosition();
		pos.X += speed;
		chameleon->MoveTo( pos, 0.1f, false, "MoveComplete" );
		//theWorld.UpdateLayer(a1, 2);
	}
	if( theInput.IsKeyDown(GLFW_KEY_UP) )
	{
		Vector2 pos = chameleon->GetPosition();
		pos.Y += speed;
		chameleon->MoveTo( pos, 0.1f, false, "MoveComplete" );
	}
	if( theInput.IsKeyDown(GLFW_KEY_DOWN) )
	{
		Vector2 pos = chameleon->GetPosition();
		pos.Y -= speed;
		chameleon->MoveTo( pos, 0.1f, false, "MoveComplete" );
	}

	Color color = Color( 0,0,0,1 );
	if ((theController.IsConnected() && theController.IsBButtonDown()) || theInput.IsKeyDown('b'))
	{
		color.R = 1.0f;
		color.A = 1.0f;
		chameleon ->ChangeColorTo( color, 0.5f, true );//SetColor(1.0f, 0.0f, 0.0f, 1.0f );
	}
	if ((theController.IsConnected() && theController.IsYButtonDown()) || theInput.IsKeyDown('y'))
	{
		color.R = 1.0f;
		color.G = 1.0f;
		color.A = 1.0f;
		chameleon ->ChangeColorTo( color, 0.5f, true );//SetColor(1.0f, 1.0f, 0.0f, 1.0f );
	}
	if ((theController.IsConnected() && theController.IsXButtonDown()) || theInput.IsKeyDown('x'))
	{
		color.B = 1.0f;
		color.A = 1.0f;
		chameleon ->ChangeColorTo( color, 0.5f, true );//SetColor(0.0f, 0.0f, 1.0f, 1.0f );
	}
	if ((theController.IsConnected() && theController.IsAButtonDown()) || theInput.IsKeyDown('a'))
	{
		color.G = 1.0f;
		color.A = 1.0f;
		chameleon ->ChangeColorTo( color, 0.5f, true );//SetColor(0.0f, 1.0f, 0.0f, 1.0f );
	}

}
